Bloodhound

The Bloodhound specializes in tracking down fugitives. Most are bounty hunters working for a guild of bloodhounds capturing criminals for a reward. Others might be free agents working on their own.

Hit Die: d10

Requirements

  • Alignment: Any
  • Base Attack Bonus: +4
  • Skills: Diplomacy 1 rank, Stealth 1 rank, Survival 1 rank.
  • Feats: Endurance, Self-Sufficient

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Skill Points at Each Level
: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +1 +1 +0 Mark (1), Swift Tracker, Demoralizing Stare
2nd +2 +1 +1 +1 Nonlethal Force, Improved Grapple
3rd +3 +2 +2 +1 Bring ’em Back Alive, Tenacious Pursuit (Speed +10 ft.)
4th +4 +2 +2 +1 Hunter’s Dedication, Mark (2), Move Like the Wind
5th +5 +3 +3 +2 Crippling Strike, Track the Trackless, Hot-Tie
6th +6 +3 +3 +2 See Invisibility, Shielded Mind, Tenacious Pursuit (Speed +20 ft.)
7th +7 +4 +4 +2 Locate Creature, Mark (3)
8th +8 +4 +4 +3 Freedom of Movement, Improved Hog-Tie
9th +9 +5 +5 +3 Scent, Tenacious Pursuit (Speed +30 ft.)
10th +10 +5 +5 +3 Find the Path, Mark (4)

Class Features

Weapon and Armor Proficiency: Bloodhounds are proficient with all simple and martial weapons, and with light armor.

Mark (Ex): A bloodhound can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark. A bloodhound adds his bloodhound level as an insight bonus on all Gather Information, Perception, and Survival checks made to determine the whereabouts of a mark. As a bloodhound gains levels, he gains additional abilities that can be used against a mark. If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the bloodhound loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a mark only once a week. Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound can have one additional mark, but only if all the marks are chosen during the same process (see above).

Swift Tracker (Ex): A bloodhound can move at his normal speed while following tracks. A bloodhound adds 1/2 his class level to all Survival checks when tracking. This stacks with tracking bonuses from other classes such as the ranger.

Demoralizing Stare (Ex): The bloodhound gains a competence bonus on Intimidate checks equal to his bloodhound level. In addition, when he successfully uses the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.

Nonlethal Force (Ex): Starting at 2nd level, a bloodhound can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual –4 penalty on his attack roll.

Improved Grapple (Ex): At 2nd level, a bloodhound receives Improved Grapple as a bonus feat even if he does not meet the prerequisites.

Bring ’em Back Alive (Ex):At 3rd level and higher, a bloodhound can turn a potentially killing blow into an incapacitating one—all the better to bring a mark back for punishment. At the bloodhound’s option, any melee attack that would reduce a foe to –2 or fewer hit points reduces the foe to –1 hit points instead. A bloodhound must choose to use this ability immediately upon reducing his foe to –2 or fewer hit points, and before making any other action (or even continuing a full attack). A raging bloodhound can’t use this ability.

Tenacious Pursuit (Ex): At 3rd level and above, a bloodhound tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. In addition, a bloodhound tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the mark’s speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet, and it goes up to 30 feet at 9th level.

Hunter’s Dedication (Ex): Beginning at 4th level, a bloodhound adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark.

Move Like the Wind (Ex): Starting at 4th level, a bloodhound can move stealthily even at a quick pace. He no longer takes a –5 penalty on Stealth checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Stealth checks when running. (He takes the normal –20 penalty when attacking or charging.)

Crippling Strike (Ex): Starting at 5th level, a bloodhound can deliver strikes against his mark with such precision that each successful attack also deals 2 points of Strength damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet.

Hog-Tie (Ex): When a bloodhound of 5th level or higher successfully pins an opponent while grappling, he can attempt to hog-tie the opponent. A bloodhound must have a rope, chain, or manacles in one hand to use this ability. A bloodhound can use this ability on an opponent of up to one size category larger than he is (for example, a halfling bloodhound can attempt to hog-tie a Medium or smaller opponent). He can use the ability only against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify). An attempt to hog-tie is resolved with an opposed check. If the bloodhound has the Improved Grapple Feat, he may apply his bonus to his CMB for the hog-tie attempt. If the bloodhound succeeds, the opponent is hog-tied. If he fails, the target is still pinned, but is not bound. A hot-tied opponent is considered bound and helpless. A bound opponent can attempt to escape by making an Escape Artist check with a DC of 15 + the bloodhound's class level + his Dex modifier or a Strength check (DC 23 for rope, DC 26 for chain or manacles, DC 28 for masterwork manacles) to break free.

Track the Trackless (Su): Starting at 5th level, a bloodhound can track a creature moving under the influence of pass without trace or a similar effect, though he takes a –20 penalty on his Survival checks when doing so.

See Invisibility (Su): This ability, gained at 6th level, functions like a see invisibility spell, except that it is constantly in effect and it reveals only invisible marks.

Shielded Mind (Su): At 6th level, a bloodhound gains spell resistance against divination spells equal to 15 + his bloodhound level. This benefit does not stack with other forms of spell resistance.

Locate Creature (Sp): Once per day, a bloodhound of 7th level or higher can produce an effect identical to that of a <em>locate creature </em>spell with a caster level equal to the bloodhound’s character level.

Freedom of Movement (Su): Starting at 8th level, a bloodhound can act normally regardless of magical effects that impede movement, as if he were affected by a freedom of movement spell. The effect lasts for a total time per day of 1 round per point of Wisdom bonus he possesses (minimum 1 round). The effect occurs automatically as soon as it is applied, lasts until it runs out or is no longer needed, and can be used multiple times per day (up to the total daily limit of rounds). The character’s caster level is equal to his bloodhound level.

Improved Hog-tie (Ex):  A bloodhound of 8th level or higher can make a hog-tie attempt without first pinning his opponent. Whenever a grapple is established, the bloodhound can use an attack action to make a hog-tie attempt. Also, if the bloodhound has the Quick Draw feat, he does not need to be holding the rope, chain, or manacles in his hand before making the attempt.

Scent (Ex): At 9th level, a bloodhound gains the scent ability.

Find the Path (Sp): A 10th-level bloodhound can use find the path twice per day as the spell. His caster level is equal to his bloodhound level.

Author's Note: This is a conversion of the Bloodhound prestige class from the 3.5 book Complete Adventurer.

Additional Ratings
Balance:
( 4 Votes )
Utility:
( 4 Votes )
Clarity:
( 4 Votes )


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